Regarding the discussion of ranges for gyrojets (compared to projectile only). 1) I agree the PB/Short/Medium ranges are a little wonky. 2) However there are some important mitigating factors: a) Damage is higher, especially against armor, even more so if you consider structural damage b) This is the only pathway to spaceship rocket weapons skill (projectile skill goes nowhere) Regardless, I have no objections to playing with the rules a little, but there's no easy fix for the PB/Short/Medium range problem. As explanation, we could justify any changes as "new technology" Options: 1) Combine the Medium and Short range into Short, Long into Medium, Extreme into Long... and... no Extreme? Easy, helps a lot at lower ranges (and exteme), but not very sensible 2) Instead, double all ranges ... making it better than lasers for sniping? Easy, emphasize the gyrojet's strengths, but not very sensible 3) As #1 but add the difference between old Long and old Extreme to become the new Extreme A little confusing, helps at lower ranges and even more at Extreme 4) Instead, further increase damage at range, say +1d10 for each range category after short (the bullets keep going faster)? Easy, sensible, it's pretty cool (opposite of sonics), but doesn't address the issue The thing is ALL the weapons are a little wonky. For example, look at needlers. If something needs a buff... Probably the best option is to do nothing... and keep in mind that different weapons have different advantages/disadvantages.